Taijutsu
A ninja's ability to engage in close combat is measured by their skill at using Taijutsu techniques. Taijutsu uses your strength modifier for the purposes of determining the Jutsu attack bonus and the Jutsu save DC.
Note, however, that if the technique requires an unarmed attack it uses the modifier for that attack rather than your Jutsu attack bonus.
Within the descriptions of the following jutsu, if the casting time for a jutsu is "1 action (considered an attack)" then the jutsu can be used in place of an attack. This means the jutsu can replace one of your attacks when you gain the Extra Attack feature. As the jutsu still requires "1 action" to cast, you cannot replace an attack made as a bonus action.
When you cast a Taijutsu as an action or a bonus action, you can still use your remaining action or bonus action to cast a Taijutsu, Kenjutsu, or Shurikenjutsu technique.
D-Rank
Breakneck Dash
D-Rank Taijutsu
Casting Time: 1 Action
Range: Self (your movement speed)
Duration: Instantaneous
Chakra Point Cost: 1 point
You dash with immense speed to a target within range, moving faster than ordinary people can perceive. You take the dash action. After you do, if you are in melee range of an opponent, you can make an unarmed attack. If you do, you deal your normal martial arts damage + 3.
Leaf Drop
D-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 1 point
You use an action to rear back and slam down on your opponent with a powerful kick. Make an unarmed attack. On a hit, you deal 1d10 + your strength modifier points of bludgeoning damage, and the target must make a Strength saving throw. On a failed save, they are knocked prone. This is considered an attack for the purposes of other abilities or effects.
Leaf Gale
D-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 1 point
You use an action to sweep the leg of your opponent if they are a large or smaller creatureThey must make a Dexterity saving throw. On a failed save, they take your martial arts damage and are knocked prone. On a success, they take half damage and are not knocked prone. This is considered an attack for the purposes of other abilities or effects.
Leaf Gust
D-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 1 point
You use an action to target a creature within melee range of you, and you lash out with a powerful kick. Make an unarmed attack. If you hit, you deal 2d8 + your strength modifier in bludgeoning damage. This is considered an attack for the purposes of other abilities or effects.
Refocus
D-Rank Taijutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 round
Chakra Point Cost: 1 point
You take a brief moment to refocus yourself. Until the start of your next turn, if you would have disadvantage on a melee attack using your unarmed attack or another Taijutsu technique, you ignore that disadvantage and roll as normal.
C-Rank
Charge
C-Rank Taijutsu
Casting Time: 1 Action
Range: melee range
Duration: instantaneous
Chakra Point Cost: 1 point
You empower a strong strike requiring most of your focus. When you use charge as your action, you must spend your turn readying an attack. You forfeit your bonus and move actions, and when you take the attack action, you make only one attack. If you hit, you deal 2 times the normal damage dice with your attack.
Defensive Stance
C-Rank Taijutsu
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Chakra Point Cost: 2 points
You take a defensive position, guarding your weak points. For the next minute or until you lose concentration, you gain a +3 bonus to your armor class.
Leaf Great Flash
C-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 2 points
As an action, you lash out with a mighty kick aimed at your opponent’s head. Your target must make a Constitution saving throw. On a failure, the target takes 3d8 points of bludgeoning damage and is stunned until the end of its turn. On a success, the target takes half damage and is not stunned. This is considered an attack for the purposes of other abilities or effects.
Leaf Rock Crush
C-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 2 points
As an action, you thrust with your elbow at a target’s spine. Make an unarmed attack roll. On a hit, you deal 2d10 + your strength modifier in bludgeoning damage, and the target is pushed 5 feet away from you. This is considered an attack for the purposes of other abilities or effects.
Leaf Whirlwind
C-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 2 points
You make multiple swinging kicks at an opponent within your melee range. Make an unarmed attack. On a success, you deal 4d6 + your strength modifier in bludgeoning damage. This is considered an attack for the purposes of other abilities or effects.
Muscle Retention
C-Rank Taijutsu
Casting Time: 1 Action
Range: Self
Duration: 1 hour
Chakra Point Cost: 1 point
The muscles in your legs strengthen. Your movement speed increases by 10 feet for the duration of the jutsu.
Proud Jolt
C-Rank Taijutsu
Casting Time: After you make a successful attack
Range: Self
Duration: 1 Hour
Chakra Point Cost: 1 point
You are filled with a stalwart determination. After you make a successful attack with your unarmed attack you can cast this jutsu. You gain 5 temporary hit points and you gain immunity to the frightened condition.
This jutsu lasts for 1 hour or until you lose the temporary hit points.
Spending More Chakra. You can spend additional Chakra points to increase the power of the jutsu. For each point you spend past the original cost, you gain an additional 5 temporary hit points. You can spend a maximum of 8 chakra points on this jutsu.
Reactive Surge
C-Rank Taijutsu
Casting Time: 1 Reaction which you take before you make an initiative roll
Range: self
Duration: 1 round
Chakra Point Cost: 1 point
You are ready for combat at any time. Before you roll for initiative, you can use this jutsu as a reaction to get advantage on the roll. For your first round of combat you increase your movement speed by 30 feet.
Shatter Chop
C-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 2 points
You target a creature with a mighty chop across their torso. Make an unarmed attack against a target within range. If you hit, you deal 2d8 + your strength modifier in bludgeoning damage. The creature must then make a Strength Saving throw or be pushed 20 feet away from you. This is considered an attack for the purposes of other abilities or effects.
Split Kick
C-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 1 point
You charge at two creatures standing within 5 feet of you and attack both of them at the same time with a wicked kick. Use an action to cast this jutsu. Make two separate unarmed arts attacks against the creatures. If you hit, you deal your normal martial arts damage and the target must make a strength saving throw. On a failed save, the target is pushed 10 feet away from you or is knocked prone (your choice). This is considered an attack for the purposes of other abilities or effects.
Spring Step
C-Rank Taijutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 10 minutes
Chakra Point Cost: 1 point
Your movement speed is enhanced as you push chakra through your feet. When you cast this jutsu and as a bonus action on future turns, you take the Dash action.
B-Rank
Great Speed
B-Rank Taijutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Chakra Point Cost: 3 points
By focusing chakra throughout your body, you greatly increase your speed and combat awareness, but you put your body under great stress. For the duration of this jutsu, your Speed is doubled, you gain a +2 bonus to Armor Class, you have Advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the Jutsu ends, you become Incapacitated and have a Speed of 0 until the end of your next turn, as a wave of lethargy washes over you.
At the end of each of your turns while the jutsu is active, you must make a DC 13 Constitution saving throw. On a failed save, the jutsu ends.
Humbling Palm
B-Rank Taijutsu
Casting Time: After you make a successful unarmed attack
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 2 points
You attempt to knock the wind out of an opponent to give you an advantage. After you make a successful unarmed attack you can use this jutsu. The target of the attack must make a constitution saving throw. On a failed save, the target becomes stunned until the end of your next turn.
Humming Crack
B-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 3 points
You slam an opponent with speed and precision. Make an unarmed attack against a creature within range. If you hit, you deal 3d10 + your strength modifier in bludgeoning damage. The creature must then make a constitution saving throw. On a failed save, the target becomes stunned until the end of your next turn. This is considered an attack for the purposes of other abilities or effects.
Leaf Great Whirlwind
B-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 3 points
You make multiple kicks at an opponent within melee range. Make an unarmed attack roll. If you hit, you deal 7d6 + your strength modifier in bludgeoning damage. This is considered an attack for the purposes of other abilities or effects.
Primary Lotus
B-Rank Taijutsu
Casting Time: 1 Action
Range: 5 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
You push the limits of your body, harming yourself for the sake of destroying your enemies. As an action, target a large or smaller creature within 5 feet of you. That creature must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage as they are kicked 30 feet up in the air. They then take 4d6 bludgeoning damage as you impact into them with punches and kicks. Finally, you wrap your arms around them and slam them into the ground dealing 6d8 + your strength modifier in bludgeoning damage. You take 4d8 bludgeoning damage that ignores resistances and immunities when you impact the ground as well.
If the target succeeds on their saving throw, they avoid the jutsu entirely, but you also avoid taking any damage yourself.
Psych Strike
B-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 3 points
Striking an opponent, you attempt to frighten them with your strength and force. Make an unarmed attack roll. If you hit, you deal your normal martial arts damage + an additional 2d8 psychic damage. The target must then make a wisdom saving throw. On a failed save, they are frightened of you until the end of your next turn. This is considered an attack for the purposes of other abilities or effects.
A-Rank
Buffalo Fist
A-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 4 points
You slam your fist into your opponent and send them flying backwards. Make an unarmed attack against a creature within range. If you hit, you deal 5d10 + your strength modifier in bludgeoning damage. The creature is also sent flying backwards 80 feet. If the target impacts an object or structure before this movement is completed, they take 1d10 additional bludgeoning damage for every 10 feet they travel. The object or structure takes the same amount of damage, and if this would be enough to reduce it to 0 hit points, it is destroyed and the creature continues to travel the length of the jutsu. This is considered an attack for the purposes of other abilities or effects.
Greater Flurry
A-Rank Taijutsu
Casting Time: 1 Action
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 4 points
You strike out with a hurricane of unarmed attacks. Make 8 unarmed attack rolls against creatures within range. Each successful attack deals an additional 1d4 damage. You gain one level of exhaustion after this jutsu resolves.
Hell Chop
A-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: 10 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
You swing your fist with a mighty chop, extending your reach. Make an unarmed attack against a creature within range. If you hit, you deal 8d8 + your strength modifier in bludgeoning damage. The target’s speed is also reduced to 0 until the start of your next turn.
Rage
A-Rank Taijutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Chakra Point Cost: 4 points
Your muscles tighten and your adrenaline surges. For the duration of this jutsu, you gain the following:
You gain resistance to bludgeoning, piercing, and slashing damage
You gain advantage on strength checks and strength saving throws
You deal an additional 4 points of damage whenever you hit with an unarmed attack
You cannot cast jutsu other than Taijutsu
You can use an action on a future turn to end this jutsu.
Raigo: Thousand Hand Kill
A-Rank Taijutsu
Casting Time: 1 Bonus Action
Range: Self (20-foot radius)
Duration: Concentration, Up to 10 Minutes
Chakra Point Cost: 4 points
Requirement: Must be taught by the monks of the Fire Temple
You conjure the spirit of the Thousand-Armed Kannon which defends you for as long as you maintain your focus. The spirit is invisible to the naked eye and can only be seen by someone who has the ability to see chakra. When a hostile creature enters the space of this jutsu for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, a creature takes 3d10 force damage and is pushed 10 feet away from you in a direction of your choice. A creature takes half damage and is not pushed away on a successful save.
Rocketing Kick
A-Rank Taijutsu
Casting Time: 1 Action (considered an attack)
Range: 90 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
You hurl yourself with great speeds at a target and attempt to kick them. Select a creature within 90 feet of you. That creature must make a strength saving throw. On a failed save, the target takes 11d8 + your strength modifier in bludgeoning damage. A creature takes half as much on a successful save.
In either case, select a point within 5 feet of that creature. You are now in that location. This is considered an attack for the purposes of other abilities or effects.
The target of this jutsu must be a minimum of 30 feet away from you in order for you to build up the proper momentum.
S-Rank
Flawless Outburst
S-Rank Taijutsu
Casting Time: 1 Action
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 5 points
Requirement: you must have a strength of 20 to take this jutsu
You slam your fist into the chest of a creature shattering their ribs. Make an unarmed strike against a large or smaller creature within range. If you hit, that creature must make a constitution saving throw. If the creature fails their saving throw, they take 10d12 points of bludgeoning damage, and they must make a DC 15 constitution saving throw at the start of each of their turns. If they fail, their movement speed is halved, and they can take only an action or a bonus action on their turn, not both. The creature must make these saves until they receive magical healing, or until they spend 1 week recovering from the injury.
A creature that succeeds on their initial save takes half damage and suffers no other effects.
Heavenly Crush
S-Rank Taijutsu
Casting Time: 1 Bonus Action
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 5 points
Requirement: you must have a strength of 20 to take this jutsu
You slam down onto your opponent’s head with both hands in an attempt to crush their skull with one swift but cataclysmic blow. If the target of this jutsu has less than 100 hit points, they die.
Spring Neck Crush
S-Rank Taijutsu
Casting Time: 1 Action
Range: melee range
Duration: Instantaneous
Chakra Point Cost: 8 points
Requirement: you must have a strength of 20 to take this jutsu
You swiftly strike at a creature’s neck with great force, brutally breaking it leaving them alive but paralyzed. Make an unarmed attack against a large or smaller creature within range. If you hit, the target must make a constitution saving throw. On a failed save, the target takes 4d12 bludgeoning damage and becomes paralyzed. A creature that succeeds on their saving throw is not paralyzed.
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